Is DXFramework right for production?

1 view
Skip to first unread message

He Shiming

unread,
Jan 20, 2007, 8:26:38 PM1/20/07
to DXFramework
Hi,

This question might be a little silly, but I would like to know if
DXFramework is right for commercial game productions.

All information I heard about DXFramework says that it's pedagogical,
illustrative, or academical. I guess this might be because it's easy to
learn, and/or the features aren't too advanced.

I'm trying to choose a game engine for my project. It's not too
complicated. And from what I see, DXFramework seems to be the best
option. But I'm wondering if someone had used it for commercial game
projects and found it good. Is there some limitations or requirements I
should be aware of?

Thanks,
He Shiming

Jonathan

unread,
Jan 22, 2007, 1:52:34 PM1/22/07
to dxfra...@googlegroups.com
We do not know of anyone using DXFramework for a production game but would be thrilled if you did. Understand, however, that DXFramework is still essentially in beta, it changes pretty significantly every time we do a release. Also, the algorithms aren't tweaked for production games, a preference is given to make things easy to understand over high performance as long as the performance is acceptable for simple games.

In addition, most production games these days are 3D applications, and while it is possible to make 3D games with DXFramework, there are most likely other frameworks out there that are much better suited to the task.

If you are looking to make a 2D game of production quality be sure to check out Garage Games, they have a great, new 2D game engine http://www.garagegames.com/products/torque/tgb/

Again, if you do use DXFramework, let us know!
--
Jonathan Voigt
Center for Cognitive Architecture
University of Michigan
Reply all
Reply to author
Forward
0 new messages